Thursday, 10 November 2016

Review: End of week 7

Since my last post, I have taken another hiatus as my mood has fluctuated an enormous amount and my health as gone downhill quite a bit, however I am planning on working so very hard to get my things done.

By the end of the weekend I will like to have completed (seperated by days) -
  • The UI template
  • At least the first level in UE4, including text etc


  • Create colour palette for the glows
  • Create colour palette for the background/spikes
I also need to find the time to read and put together my bibliography submission.
Books I have in my possession right now:






Saturday, 5 November 2016

Playing Catch-Up: A List of Possible Achievements

Hopefully, this will be a small post to give a brief idea of possible achievements.
One of the appeals of having a game on a platform like Steam is the points, cards or achievements the player can unlock by playing the game.

Hopefully I can add to this post when I start doing the art by creating trading cards as well as the pictures that pop up when the achievements do, along with the names of these achievements.
Parts of these achievements may be spread over all the levels, or over a set few levels, as in there may be 10 levels in 1 set.

  • Completing the first 3 levels (tutorial)
  • Collecting all the Glows
  • Collecting all the health relics
  • Taking no damage
  • Having completed 'milestone' levels
  • Having completed some of the 'sets'
  • Having completed a % of the levels
  • Collected all the Glows of one colour
  • Collected at least ____ number of a each coloured Glow

Possible achievements that are undecided because elements of the game are undecided right now
  • Unlocking all the story elements (glows unlock animals)

Thursday, 3 November 2016

Playing Catch-Up: Map Out Game Levels

These are very simple level map... prototypes... They're basically 2D block outs. I want to do at least 5 levels; the first few being tutorial levels.

Level 1
I have created these in monochrome and simple shapes to get a quick and basic idea of how I would like the levels to be.

These three levels have the tutorials incorporated inside them so that the player can throw themselves into game-play straight away, rather than just reading about how to play.
Doing it this way allows players who don't want to sit through a tutorial to not have to, but also gives the information needed for anyone else who would like it.
The text will not say exactly what is written on these mock-ups.

The first level consists of no danger. All the player has to do is guide a floating ball to the shrine to finish the level.
Level 2
The floating player is surrounded be a glow, which radius can be increased by pressing the space bar to illuminate the surroundings. The glow lasts (perhaps) 2 seconds before being reduced back to the normal area and going on a 3 second cool-down.

The second level introduces dangers and something for the player to collect. It is suggested that the player has to collect the Glows but some levels will have them away from the End-Level-Shrine, and out of the way. Some levels won't have Glows at all.
Level 3
In both these levels, I have tried to suggest the players to go down rather than up when they spawn. Although I am aware that the first spike might deter them to go further, I am hoping the text being in that direction might influence the player to continue. If they don't, they won't see the instructions about the Glows and may miss out, but might find them later on.

The third level is a slightly more complex version of the second but it should be fairly simple.
The Glow is deliberately hidden away so if the player finds it, great, if not then they know they can complete the level without collecting it.
I'm not sure whether or not I want the shrine, or Glows, to glow, how ever faintly, in the distance yet.
This level introduces health relics. With any luck, for me, not necessarily the players, the player will hit a spike along the way, but it is completely possible to avoid them, I don't know if I want to change that or not, and I'm not sure about the speed that the player is travelling yet. It is something I need to test out whilst building the
Level 4
game itself.
The large med kit restores 2 hearts, and the bandage restores half a heart. I'm not sure if I like these numbers yet.

The fifth and fourth levels are here as examples of different types of levels. Some areas would lead into others and some into nothing. Some paths will lead to Glows, others to nothing. I need to figure out a way of making the spikes and flat surfaces clearly different.
These two levels also indicate that the directions and Shrines will not always go in one direction or be in one place.

Level 5
On the UI, the player will see a set amount of hearts, perhaps 4 or 5. Every time they hit a spike, they will lose half a heart. I have yet to create a mock up of the UI but will do soon. I may add a little indicator in the corner of the screen about whether or not the player has picked up a Glow, or however many Glows, in the level, however I'm not sure how this will work as there may not even be a Glow in all the levels and if the player will just keep exploring and become uninterested should there not appear to be one, I will also add a way of counting down the timer for when the player is able to activate the... radiating light around itself.

I also need to come up with new names because everything is being called light or glow. We'll see.
I definitely need to work faster.
There would be achievements on Steam, like finding all the Glows, not taking damage through a set amount or series of levels, not using the light boost (space), etc.

Next task:
Create UI template

Make a list of possible achievements
Begin to make at the first level in UE4

Wednesday, 2 November 2016

Playing Catch-Up: Plan Blueprints/Controls

  • Plan blueprints/controls
  1. Standard WASD movement, with controller support
  2. Space for jump and double-jump, or maybe space to pulse light...
    If pulse light, the player would be floating rather than jumping and landing
  3. Health-bar deterioration upon danger impact, heart system
  4. Death upon empty health-bar
  • Map out game levels (in this case, what I want to include)
  1. [GOAL] Collect balls of light (optional but not really optional)
  2. [GOAL] Finish the levels, a shrine for the end of the level
  3. Right side and up-ward directions
  4. Pick ups for additional health: health kits and bandages
Next task:
Physically map out the game levels, draw them, make examples etc.

Review: End of Week 6

I'm taking things one day at a time, making lists and being realistic and kind to myself. I need to get things done but right now, I need to not put too much pressure on myself, whilst also putting enough in order to actually get things done. Every day I'm listing 2 things to get done, not necessarily from this list, and if I do extra then that's a plus for me.
Instead of writing my plans down on paper for myself, I will be documenting them all in my blog, and maybe that'll help and seem more clearer and easier to read as it will require less messy editing.

Things to Do (In No Particular Order)
  • Plan blueprints/controls
  • Map out game levels
  • Build game levels
  • Build blueprints
  • Practice paint style
  • Create paint palette for lights
  • Create background mock ups
  • Create signs/text mock ups
  • Finish door UV
  • Paint door

Recap: UE4 Blueprints


These are the basic character controls I created for my Character 'Meg,' this contains the blueprints for jumping, moving and looking around. The input keys and triggers are set in the Project Settings, under Input. The blueprints retrieve the triggers functions from this input menu.


The default world and pawn is set to mine and CharMeg in this case.
The camera angle or distance from the character that we see in game is decided by the distance the camera is on the spring arm. This can be adjusted to first person, third person, or over the shoulder, however you please. Triggers can also be put in place for the camera to change when something happens.

This set of commands tells the game to start off with a set amount of ammo, health and stamina and adds the HUD to the view-port.
In the UE4 HUD blueprint, the ammo is set by an integer variable, and the health and stamina are set by float variables.
In UE4, we can create what the HUD looks like in a separate blueprint. We update these by creating widget blueprints in the graph option.